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Standard OpenGL offers much more features than ES, eg. ES doesn't support Geometry Shaders, which is really important feature for GPU based culling (lower CPU overhead) and some other advanced features. Anyway compared ES3/3.1 to ES2 modern API is really nice and allow programmers to prepare advanced effects with low CPU overhead.

Comment

Standard OpenGL offers much more features than ES, eg. ES doesn't support Geometry Shaders, which is really important feature for GPU based culling (lower CPU overhead) and some other advanced features. Anyway compared ES3/3.1 to ES2 modern API is really nice and allow programmers to prepare advanced effects with low CPU overhead.

To me it seems like smartphones should be moved over to OGL and we should keep ES "dumb" for real embedded systems. There was a time and place where phones used to be "embedded systems", that's no longer the case.

If we stay using ES on smartphones, Khronos needs to be real careful they don't just turn it into standard OGL during the natural progress of the smartphone space.

Comment

To me it seems like smartphones should be moved over to OGL and we should keep ES "dumb" for real embedded systems. There was a time and place where phones used to be "embedded systems", that's no longer the case.

If we stay using ES on smartphones, Khronos needs to be real careful they don't just turn it into standard OGL during the natural progress of the smartphone space.

GLES has always been the second chance to fix the huge bloat of the GL1 era before the shader language rendered huge swathes of old functions obsolete.

I'd also question the necessity another embedded systems language - hardware is becoming smaller and more efficient and easily capable of providing these feature sets even in your toaster.